Friday, March 8, 2024

Drokk the Law!! - Part VII

Friday night at the Nunawading Wargames Association means Judge Dredd Miniatures Game! For something that I wasn't really considering as having legs, we're starting to get a few games in a night and some favourite gangs are solidifying. I finally got to run my mate Andrew through a game (yes, there's two Andrews and they're both "Andrew W" so it's not helpful sorry) and let's just say it was a lot more dynamic than the teaching game last meeting.

Andrew (the new player) chose my Street Gang to take on Sam's Apes in what turned out to be a real slog of a game. I don't mean that in a bad way, just that it was one of those games were some models seemed to have supernatural luck in not getting killed. The street gang dominated the early game thanks to lucky shots with the Missile Launcher taking out three of the four Gorillas in quick order; with only one ape with Spit Gun left, things looked bad for Sam.




Then, however, things turned. With his last ape on top of a building in the centre of the table, Sam started picking off some Punks with surprisingly accurate shooting, leaving Andrew the task of having to throw his gangers at the damn dirty ape for the remainder of the game.

The game ended at turn six (turn limits are something we're working on adding to missions and six seems like a good number) with the last Ape still on the table somehow, but the game clearly went to the Street Gang, even if they couldn't close the deal.

Next up, Sam and Andy decided to see how the Ape Gang fared against the Justice Department. As the Judges still best represent the idea of an "elite" gang in the game, with some of the best armour, weapons and mostly being made up of Heroes. I was playing Dragon Ball Super Fusion World with Andrew, so didn't catch much of the game, but I got filled in later. The Judges pulled out a win thanks to being able to arrest the Apes and having close combat weapons. In Judge Dredd, each model has access to the "Fists and Feet" close combat weapon if they're not equipped with anything else, which can deal damage, but actually boost your opponent's armour.

Unlike Necromunda, Judge Dredd lacks a cheap melee weapon option, so starting teams, like ones we've been playing with, can't tend to afford every piece of equipment you may want them to have. In an ongoing campaign, this seems like something players would remedy, especially as money cannot be kept between games, you have to spend or lose credits as they come in.


The final game was between Andrew playing my Renegade Robots (now painted and with a few list tweaks) and me finally getting to try out my Mobster list, which has been built for a few months now. Andrew won as most of my plays didn't work out and I was lacking any real ability to punch through the armour of the robots, but the variety of the Gangsters is something I want to come back to as the possibilities for list building are pretty tempting. For now, I simply don't have much free time to write gangs, so we'll see how we go the next few meetings.

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